MobArena Boss and Wave Thread

Posts should ONLY have WAVES OR BOSSES! Everything else should be put IN THE MOBARENA THREAD!

I thought I'd make a separate post, now that Waves have received a huge overhaul in the Dev build. People can post up unique bosses that they've created and played with. This thread is for actual wave/boss setups ONLY! Please, no spam.

The Slime is designed around a Slime's natural attack: knock-back. Slimes generally jump at you and then knock you back. So, I figured it would have it such that it would fetch far-away units, attack them, and then throw them away. With medium health, this makes him a fairly-manageable starter boss.

The Incredible Pigbeast is meant to be an end-level boss. Since he is a physical-attack unit with a lot of health, I rounded him out with two ranged abilities (arrows and fireballs), as well as throwing away nearby players to prevent him taking a lot of melee damage.

Wolves are fast and dish out a lot of damage very quickly, especially when angry. The abilities are all target-specific, and they are chosen to cripple and/or make the survival of its target difficult. The low health means it is very suited as a recurrent wave, perhaps in a wolf-themed arena.

Thunder Chicken is very unique. He has no regular attack (as chickens do not attack players), and he has a VERY tiny hitbox for players, making it difficult to both see and hit. Combine this small size with the deadly ability of chain-lightning, and Thunder Chicken is a very formidable foe. His ability is cast fairly slowly and he has low health, so he makes a worthy Level 1 boss.

Note: This boss was very tricky to balance. Originally he had chain-lightning AND lightning-aura, but it was simply too powerful (at least for my classes). In the end, we had to lower his ability-interval so that we didn't wipe whole parties.

This is a very annoying boss. His ability to warp around quickly and disorient players really messes with tactics. For the most effective version of this boss, be sure to enable PVP mode. Also, setting his health to High makes this boss considerably more challenging (best for 4+ players).

This is a very annoying boss. His ability to warp around quickly and disorient players really messes with tactics. For the most effective version of this boss, be sure to enable PVP mode. Also, setting his health to High makes this boss considerably more challenging (best for 4+ players).

Code (Text):

irritating_zombie:

type: boss

wave: 7

monster: zombie

health: medium

abilities: warp-to-player, disorient-target, shuffle-positions

ability-interval: 2

ability-announce: true

It's really not too bad. It's a lot like a very simple AI for the bosses. You just pick and choose some pre-made abilities and apply them to a mob, creating a boss!

This is a wave I created to slightly psych-out fighters, and, since it poses absolutely no threat to the players, its good for a low-level swarm to introduce newbies to the swarm concept.
Here it is:

Code (Text):

swarmpassive:

type:swarm

wave: 3

monster: chickens

amount: psycho

And, if Thunder_Chicken (I think thats what you called it) is used as a high-level boss, the players expect easy passive chickens from their experience with this swarm and are caught completely off guard

He's good for an early tier boss. Squids have no inherent attack, so I gave him arrows to do a little damage. The main thing players must contend with when facing death squid is the water he leaves all over the place, which can make future waves more challenging. His other moves (throw target and disorient target) keep players at a distance making him difficult to melee. The longer he lives the more water he spreads around though, and the bigger pain in the butt the aftermath can be.

Damn, I love this thread, I just installed mobArena on our server and I'm going to test your bosses/swarms configs and as soon as we start to make our own interesting ones, I'll be sure to put them here for the rest of you!